(RELz) Oscuro's Oblivion Overhaul 1.35 public beta

Post » Thu May 03, 2012 12:56 am

er, you got me because I've no idea where that comes from or what it refers to. :blink:

In the above http://www.gamesas.com/topic/1347478-relz-oscuros-oblivion-overhaul-135-public-beta/page__view__findpost__p__20471030, shadowborn said:

Fort Facian: If I remember correctly, I changed it so the helmet doesn't appear until you've been to Narind and activated the green gem. This is because that's the point that it looks at your stats and decides if you prefer heavy or light armor, and enables the relevant variant (helm, armor, and sword).

I presume she is the dev.
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Hayley O'Gara
 
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Post » Thu May 03, 2012 2:35 am

I`m right in the middle of a playthrough with the 1.34 Beta, so I won`t participate in the betatesting. However, I remember killing a guar, which had "Guarmeat" instead of "Guar meat" in its inventory. Maybe it`s worth to check if this was corrected.
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Emma Pennington
 
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Post » Wed May 02, 2012 8:30 pm

Not sure if this is just me, since I haven't actually played 1.35 but am working on a female armor conversion for it: the female Blackwood cuirass and unfinished version appear to have somewhat bonkers UV maps. I'm also really confused by the difference between the two versions, as the regular seems to be geared towards a Vanilla body type while the unfinished looks like an EVE, HGEC conversion. Finally, and this is just an opinion, but I'm surprised to see the exposed neck area on the regular version.

Cheers

Edit: Took a closer look, and indeed they look quite strange in game. I believe what happened is that, since they share the same vertices, the texture was simply swapped on a steel cuirass. Unfortunately, the steel and blackwood cuirasses don't share the same UV map, as the blackwood cuirass' texture is a bit larger to incorporate the blackwood symbol.
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Amber Hubbard
 
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Post » Wed May 02, 2012 5:50 pm

I`m right in the middle of a playthrough with the 1.34 Beta, so I won`t participate in the betatesting. However, I remember killing a guar, which had "Guarmeat" instead of "Guar meat" in its inventory. Maybe it`s worth to check if this was corrected.
I've seen that too: GuarMeat (53 gold, 2 pounds) as well as Guar Meat (7 gold, 2 pounds)
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Stephani Silva
 
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Post » Thu May 03, 2012 12:35 am

It's almost too quiet around here without me. Any ETA on when 1.35 will be released?
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Shannon Marie Jones
 
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Post » Thu May 03, 2012 2:16 am

Can any of OOO's scripts be made faster with the latest OBSE features?
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Judy Lynch
 
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Post » Wed May 02, 2012 2:04 pm

Can any of OOO's scripts be made faster with the latest OBSE features?

I'd doubt it very much.
Nothing in the mod is OBSE dependent, or will be made so.

As for a release date - OOO is packaged and ready to go, so just as soon as Mart's, COBL and FCOM versions and patches are completed.
Don't want to start a riot with those users now, do we? :biggrin:
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Tyler F
 
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Post » Wed May 02, 2012 5:12 pm

The decision was made long ago not to have OOO reliant on OBSE, so OOO would remain usable by those who choose not to run OBSE. The OOO team respects and upholds that original decision; therefore, any OBSE adjustments to the scripts it currently contains must be done by third party add-on. To my recollection, the only exception was the Light of Dawn script, which did have an OBSE option included (auto-detects) ... this script, created when OBSE was in its infancy, was recently overhauled by shadowborn and now works faster and better than ever. But the original non-OBSE scripts are still in place, for those who don't run the script extender.
Any other third-party OBSE mods that are available (like Drop Lit Torches OBSE) are not included with the download.

..ack, ninja'd by Shikishima ... again. :P
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Siidney
 
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Post » Wed May 02, 2012 10:28 pm

Will there be an update of FCOMOscurosOverhaul for OOO + Frans?
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RObert loVes MOmmy
 
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Post » Wed May 02, 2012 7:18 pm

Will there be an update of FCOMOscurosOverhaul for OOO + Frans?

No alteration or additions will be required for Francesco's.
As I stated above, 1.35 final will be released simultaneously with FCOM and it's supported mods.
Just as soon as the latter are done....
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CHANONE
 
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Post » Thu May 03, 2012 1:18 am

No alteration or additions will be required for Francesco's

Not sure if you understood me correctly, I am talking about the esp for only OOO + Frans without the other FCOM components. As of now a different esp than for the "regular" FCOM is needed and CorePC at some point said that it is out of date and he wishes he had time to update it and I wanted to know if he did. Or will it no longer be needed?
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lexy
 
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Post » Wed May 02, 2012 1:40 pm

How far along are the updates to FCOM/MMM and Cobl, Shikisima?
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Portions
 
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Post » Wed May 02, 2012 8:02 pm

In the meantime, if you already fixed the bugs we brought up on missing textures for new gems and ingredients and invisible creatures, please let us verify those fixes with a beta update.

EDIT: A courtesy of a reply is requested.
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adame
 
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Post » Thu May 03, 2012 3:32 am

I've always had trouble with animations for jewelry boxes. A lot of the time the lid will appear to be disconnected from the bottom, or disappear entirely, after the opening animation is finished.

Last night I tried to do the Fighters Guild quest to kill Azani. He has a little cubbyhole in his lair with some bookshelves, and there's a jewelry box on one of the shelves. I looted the box, it opened, and the lid sort of disappeared into the back of the bookshelf. I heard a thumping noise as it repeatedly collided with the shelf, apparently building up force. Books on the shelf started popping into the air like something from The Exorcist. After a few more seconds of this, the entire room exploded. Items flew 20 feet in every direction.

Just an example of the good times to be had with jewelry boxes. Oh, and NPC spell damage is easily the most sadly, ridiculously, objectively, objectionably broken part of the mod. It's one thing to decide not to address a balance problem, but anyone who claims that this isn't a serious problem is simply wrong.
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michael flanigan
 
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Post » Wed May 02, 2012 4:37 pm

NPC spell damage is easily the most sadly, ridiculously, objectively, objectionably broken part of the mod
What`s up with it? Most NPCs use the same spells that the player can buy. I have never seen this brought up here, so I am not really sure what you mean when you say "broken".
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Mr. Allen
 
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Post » Wed May 02, 2012 9:43 pm

I don't see how NPC spell damage is broken. It makes the search for spell and elemental resistances rather important.

Of course, there were times I LOLed when I saw that I was silenced, burdened, and had several other spells working on me at the same time. The Gargoyles are vicious mofos.
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Lily
 
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Post » Wed May 02, 2012 6:38 pm

Last night I tried to do the Fighters Guild quest to kill Azani. He has a little cubbyhole in his lair with some bookshelves, and there's a jewelry box on one of the shelves. I looted the box, it opened, and the lid sort of disappeared into the back of the bookshelf. I heard a thumping noise as it repeatedly collided with the shelf, apparently building up force. Books on the shelf started popping into the air like something from The Exorcist. After a few more seconds of this, the entire room exploded. Items flew 20 feet in every direction.

Just an example of the good times to be had with jewelry boxes. Oh, and NPC spell damage is easily the most sadly, ridiculously, objectively, objectionably broken part of the mod. It's one thing to decide not to address a balance problem, but anyone who claims that this isn't a serious problem is simply wrong.

I've just replayed the same scenario with Azani three times and haven't experienced your problem. As for the flying books, collision and havoc are something the mod doesn't and wont address.
Now tell me your issues with magic.
OOO seriously nerfs nearly all spells, and this effects not only your character but NPC's also. Or are you seriously going to tell me that you prefer vanilla where many spells - should I even mention things like chameleon, frenzy and almost the complete Conjuration tree - can be abused to the point of absurdity?
BTW, your the very first that's complained OOO's magic system is overpowered toward the enemy.
Now if you really want to unbalance the mod you can always add Supreme Magic, LAME, or even both.
Obviously it's my opinion only, but that's a surefire way to see how balanced Oscuro's magic alterations are.



@GamerRick
This is the final beta for 1.35. So no, I won't be releasing any beta of the beta. You'll have to trust me that anything reported and verified here will be corrected.

edit - for those wondering or about to ask again, Mart's and COBL come under Corepc's domain. Currently the bulk of his time is taken up with real life (yup, we do have those too) and burnout, which isn't a surprise when you consider how much time he's spent modding this game over the last few years.
Therefor there is little point in releasing this as final until FCOM and it's support mods are updated to be compatible with this version.
Patience and a little understanding please.
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Darren
 
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Post » Thu May 03, 2012 3:52 am

Greets,

has OOO any effect on enemy level-scaling in the Shivering Isles yet? (OOO 1.33 readme says no...)
Any idea how to substitute OOO in SI?

thanx.
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Daramis McGee
 
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Post » Wed May 02, 2012 5:39 pm

Greets,

has OOO any effect on enemy level-scaling in the Shivering Isles yet? (OOO 1.33 readme says no...)
Any idea how to substitute OOO in SI?

thanx.
By using the http://tes.nexusmods.com/downloads/file.php?id=34245. Not sure if it does Level scaling though, as I don't use it.
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gary lee
 
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Post » Thu May 03, 2012 3:03 am

I have some questions regarding the list of changes for 1.35:

1. "Additional in-game hints, clues,...." - I have no idea what this is. This is the sentence that made me erroneously think you were enhancing the quests and my subsequent spewage about them. What is SunChild?

2. "Additional improvements for Carla Du Vrey and Hindaril." - The change for Hindaril is obvious, but I have now confronted Carla twice and don't see the differences. She still wears a black robe, conjures 4 skeletons, blasts away with a staff of lightening (I think), and can still heal herself. One NPC you could also greatly enhance is Celedaen in Leafrot Cave (Affairs of a Wizard quest). He is supposedly hard to kill, and you are supposed to find his weakness to kill him, but I have always found him really easy to kill. This quest never made sense to me.

3. Drakefire Cuirass is indeed removed from Memorial cave (but can still be found on a vampire). Noble items have been removed from Baenlin's house and the torture room in Anvil castle (two places where they are marked as stolen). I am guessing these deletions were intentional though and not bugs.

4. "Additional script fixes for AMIW" - Sorry, but what is AMIW?

5. "A completely new quest by Shadowborn" - Have not figured this one out yet. How/where do I start it?

6. The problem with the missing Dread helmet I mentioned a while ago - Any intention to do anything about this?

I have never tried FCOM nor MMM and really have no desire to.

Thanks.
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T. tacks Rims
 
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Post » Thu May 03, 2012 4:58 am

Last night I tried to do the Fighters Guild quest to kill Azani. He has a little cubbyhole in his lair with some bookshelves, and there's a jewelry box on one of the shelves. I looted the box, it opened, and the lid sort of disappeared into the back of the bookshelf. I heard a thumping noise as it repeatedly collided with the shelf, apparently building up force. Books on the shelf started popping into the air like something from The Exorcist. After a few more seconds of this, the entire room exploded. Items flew 20 feet in every direction.
I wanted to see this, so I tried it... couldn't get it to work either - the box was far enough forward that the lid didn't clip.

Oh, and NPC spell damage is easily the most sadly, ridiculously, objectively, objectionably broken part of the mod. It's one thing to decide not to address a balance problem, but anyone who claims that this isn't a serious problem is simply wrong.
Heh. Don't complain until you've seen Serevrie (from LAME) in action. Gods above... every time she goes into battle, she summons over a dozen creatures - animals, daedra, AND undead - which promptly get into a huge melee with each other (and often her!). It's vastly amusing to watch, as long as you can stay out of it.
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Kellymarie Heppell
 
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Post » Wed May 02, 2012 11:43 pm

1. "Additional in-game hints, clues,...." - I have no idea what this is. This is the sentence that made me erroneously think you were enhancing the quests and my subsequent spewage about them. What is SunChild?
Sunchild is one of those elven weapons.

2. "Additional improvements for Carla Du Vrey and Hindaril." - The change for Hindaril is obvious, but I have now confronted Carla twice and don't see the differences. She still wears a black robe, conjures 4 skeletons, blasts away with a staff of lightening (I think), and can still heal herself. One NPC you could also greatly enhance is Celedaen in Leafrot Cave (Affairs of a Wizard quest). He is supposedly hard to kill, and you are supposed to find his weakness to kill him, but I have always found him really easy to kill. This quest never made sense to me.
He's got an hourglass that's keeping him alive - he's trying to achieve immortality. I have to agree, though - he's only got 116 Health, so it's kind of pointless to pickpocket him.

3. Drakefire Cuirass is indeed removed from Memorial cave (but can still be found on a vampire). Noble items have been removed from Baenlin's house and the torture room in Anvil castle (two places where they are marked as stolen). I am guessing these deletions were intentional though and not bugs.
On a related note: I found some blue glass greaves in a chest (OOO, not vanilla). I thought all the blue glass was hand-placed only?
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Noely Ulloa
 
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Post » Wed May 02, 2012 8:41 pm

Thanks WalkerInShadows.

Yea, you are supposed to get the Sand of Time hourglass from him, but since this a later DB quest (first dead drop one), I am strong enough by the time I do it to kill him as easily as vanilla Hindaril. :cool:

I want to follow up on some mistakes I made earlier:

I made a mistake believing that the spells available at the enchanting and spell creation altar are level based. Kobal said:
If an enchantment is available at the enchanting altar depends not on your level, you need to know a spell with this effect before you can use it.
He is correct. If I first buy a related spell, the others then become available at the enchanting and spell creation altars.

I finally moved Steam and Oblivion out of the Program Files directory. I wanted to see if this is what caused the FPS problem I had in Fort Flecia. In general, I think the game runs smoother now, but my new character still has that problem in Fort Flecia. In fact it is more pronounced now, in that it runs smoothly when I move in a direction that is not facing the main room where most of the Raiders are (in any of the halls that are between the entrance and that room). As soon as I move in the direction of that room (I can tell this by using a Detect Life spell), the game becomes choppy. It continues to do this even as I lure out the Raiders and slay them 1 or 2 at a time. So, it is not just because there are 10 of them in there at the start. It stopped only after I killed the last one.
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Luis Longoria
 
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Post » Wed May 02, 2012 3:27 pm


Therefor there is little point in releasing this as final until FCOM and it's support mods are updated to be compatible with this version.
Patience and a little understanding please.


Don't you think it's strange that people who are only interested in OOO and are using sotobrastos' work from day 1 have to wait because some other people want to use it with other mods?
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IM NOT EASY
 
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Post » Thu May 03, 2012 5:49 am

Don't you think it's strange that people who are only interested in OOO and are using sotobrastos' work from day 1 have to wait because some other people want to use it with other mods?
It may not make sense to you, but it makes sense from a dev point of view, and the devs are the ones doing the work. Like Shikishima said, a little patience. These guys work their asses off to release stuff that we enjoy, not complaining about how they choose to call the shots is the least we can do.
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Caroline flitcroft
 
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